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Table Of Contents

  • Box Contents 2

  • Introduction 4

  • Game Overview 6

  • Stat Cards 7

  • Mission Cards 8

Box Contents

Rivet Wars: Eastern Front is a complete board

game containing everything you need to play. The box contains:

THIS Rulebook

  • Action Cards 8

1 1 2 2

1 1

4 3 2

1

4

RANGE SPECIAL:

Runner

RANGE SPECIAL:

None

RANGE

SPECIAL:

Rapid Assault

RANGE

SPECIAL:

  • Game Tiles 9

  • Tracking Tiles 10

2 1

ATTACK

1 3 0 0 0 0

2 1

2 1

ATTACK

2 1 2 2 1 0

3 1 1

2 1 Tank Shock (1)

ATTACK

1 3 2 1 0 0

1 0 2 2 0 0

3 1 3

2 1 None

ATTACK

1 2 2 2 0 0

2 1

1 2 2

RANGE SPECIAL:

None

RANGE

SPECIAL:

RANGE

SPECIAL:

SPECIAL: +1

  • Terrain Elements 11

4 0

ATTACK

1 2 1 1 0 0

2 0 Buff: Bolster Defense

ATTACK

1 2 2 2 1 0

1 0 Buff: Rapid Assault

ATTACK

1 3 2 1 0 0

Tank Shock (+1)

  • 1 R SPECIAL: 0

    ANGE (2),

    Dash ck (2) ATTACK 0 0 0

    Tank Sho

    2 0 2 3

    SPECIAL:sault

    RANGE Rapid As 0

    ATTACK 3 3 2 LER

    1 0 2 1 ROM GENERALE.

    SPECIAL:

    Runner CK 0 0

    ATTA 2 1 0 WINKONIG

    1 JAGERER

    0 0 1

    1 3 2 GASTON 2

    BARON KEN

    TANK 1

    3 1

    SCKILTTEN 2 SPECIAL: ,

    MG08 Range (+1) (+1)

    1 Precision

    3 1

    E SPECIAL:

    2 RANG Sniper, 1

    2 1 Buff: +

    3 1

    1 NGE SPECIAL: 0

    RA uff: CK 0 0 0

    B ATTA me grid

    2 0 2* 3 the sa

    ust be in

    ECIAL: Targets m

    NG SP 2 *

    E None

    RA ATTACK 2 2 2

    3 2 1 2

    CK 0 0

    ATTA 2 0 0

    3

    Dice 11

  • Playing The Game 12

  • Card Phase 14

  • Deployment Phase 15

16x STAT cARdS 2x STAT dASHboARdS

  • Combat Phase 16

  • Movement Phase 18

  • Wrap Up Phase 19

24x AcTIon! cARdS

10x SecReT MISSIon cARdS

  • Scenarios 20

  • Round Summary 32

  • Special Abilities 32

5x gAS MARkeRS

4x vIcToRy MARkeRS

24x dAMAge MARkeRS

1x TRAckIng TIle

9x double SIded TIleS

6x blIgHT flAgS 6x AllIed flAgS

6x bunkeR MARkeRS

6x STRATegIc objecTIve MARkeRS

6x SIX-SIded dIce

2

6x MInefIeld MARkeRS

6x bARbed wIRe MARkeRS

6x TAnk TRAp MARkeRS

The Allied Force

9x RIfleMAn

2x HAMMeR

65 poundeR

1x M2 wolveRIne

3x RockeT cycle

1x geneRAl g. pATSTon (plug)

1x cApTAIn

w. pARMAn

1x HAckSAw TuRReT (plug)

1x MT-1 oSTRIcH

The Blight Force

9x pAnzeRfAuST

1x bARon gASTon TAnkken

1x jAgeR eRwIn konIg

2x Mg08 ScHlITTen

1x geneRAl e. RoMleR (plug)

3x MonowHeel dRAgoonS

1X deR cyclopS (plug)

1X sTuRMpAnzeR

3

ABOUT THE GAME

Rivet Wars: Eastern Front is a tactical miniatures game for 2 or more players. Each player takes on the role of the commander of a Rivet army representing one of the warring factions. As a commander you will engage the opposition in battle and take charge of your troops

as they are called up and sent to the front to fight. By understanding all of your units’ strengths and weaknesses and those of your opponent you will counter your enemies’ advances and capture critical objectives to secure your victory.

But choosing the wrong troops can lead to disaster, defeat, and possibly even your dismissal as commander!

4

The Great War

The once beautiful world of Rivet has been wrecked by decades of war. Years of bombing, gassing, and stripping natural resources has taken its toll, turning pastures into muddy, cratered no-man’s lands, and blackening the skies with soot and the stench of factory smoke.

But the war rages on. With resources focused on feeding each nation’s war machine, technology has stagnated to a post-industrial level. Machine guns and primitive armored vehicles have been introduced without replacing the old ways and it’s not uncommon to see a cavalry charge of heavy horses led by an 80 ton six legged dreadnought. Steam power is still widely accepted while other forces employ electricity, diesel, or horse.

The feuding nations of Rivet have woven and

rent asunder their alliances.

At the center of this conflict two dominant and opposed nations stand out: the Imperial Blightun Empire, a monarchy driven by

the Mad Archduke and his uncle, the Kaiser; and the Independent Allied States, a collection of nations fighting for their freedom.

Ruling through fear and brutality, the Blight see this conflict as a chance to capture

more lands and resources, and they will employ any means, even poison gas attacks, to succeed. The Allies, on the other hand, see the Blightun as a direct threat to their sovereignty and struggle to maintain their

independence. Meanwhile, still other factions are fighting for any scraps they can find. National borders are in flux and treaties

- and fortunes - rise and fall daily. Now is the time for brave soldiers to GET IN THE FIGHT!

5

Game Overview

In this section we will be explaining the various components that make up Rivet Wars. You will find the rules for how to play in the next section.

6

Cards

There are 3 types of cards that are used in a game of Rivet Wars: Stat Cards, Secret Mission cards and Action! cards.

The Stat Cards

You may use the individual stat cards or the stat dashboard. Each side of the dashboard features a different Rivet army, and all the units that make up that army. The stats for each unit can be found on the stat card.

  1. Name - This is the name of the particular unit.

  1. Cost - The number of deployment points needed to bring this unit into play.

  1. Rivets - In addition to deployment points some units

also require Rivets to deploy.

  1. Move - How many grids the unit may move each turn.

  1. Armor - The armor classification of this unit.

  1. Health - How much damage the unit can take before

being destroyed.

  1. Portrait - A picture of the unit.

9 1

3

2 4 7

6

5

8

10 12

b

  1. Type Badge - Units are organized into different types to help differentiate their abilities and the way they function. All of these unit types are ground units. The

11 different types are:

Infantry Cavalry Support

Tank Plug

There are also Hero versions of each of these, denoted by a color stripe down the middle of their type badge (as shown in the card to the left).

  1. Faction - This indicates which nation this unit fights

for.

  1. Range -

10a. Land Range is used to target units on the ground.

10b. Air Range is used to target units in the air.

  1. Bounties - These icons show if there is a bounty on the unit. The player that eliminates the unit receives this number of Victory Points.

  1. Special Abilities - These are any special rules

13 that pertain to the unit. See the Special Abilities list for

each ability’s specific rules and restrictions.

a b 13. Attack Block -This section explains the attacks

each unit has available to them. There are three parts:

13a. The number of attempts that are allowed by the

c attack.

13b. Any special rules for the attack.

”Mama, I’ve seen things you people

wouldn’t believe. Sturmpanzers on fire off the cliffs of Brighton. I’ve watched Monowheels skitter in the dark near O’Ryan’s Gate. All those moments will be lost in time, like rivets in a hot forge. Time to go over the top.”

- Excerpt of letter found on body of Pvt.

Ray Bunty, 2nd Infantry Regiment

13c. The number of dice to roll against each armor type. Units with more than one weapon may use each weapon every turn and rget different grids with each one.

  1. can ta

    Sockets - This icon tells you how many

plugs the unit can accept.

7

Secret Mission cards

Seizing any opportunity that presents itself 1

is the hallmark of a seasoned battlefield

commander and Secret Mission cards represent this ability. These cards offer ways to earn additional Victory Points by fulfilling specific conditions.

2

Secret Mission cards all have the following 4

elements in common:

    1. Name - This is the name of that particular mission.

    1. Picture - This is a cool picture to make

the card more interesting.

3

    1. Objective - This shows the goal that must

be achieved to complete the mission.

4

    1. Victory Points - How many Victory Points

are earned for completing the mission.

Action! cards

A cunning general isn’t bound by the normal

rules of war if they can use these cards 1

effectively. Surprise attacks and unexpected

reinforcements are some of the advantages 2

created by Action! cards. Each lists its

particular effects and when it can be played. 3

Action! cards all have 5 common elements: 4

  1. Name - This is the name of the action.

  1. Rules - This tells you what the card does.

  1. Timing - This tells you when you can use

the card.

  1. Quote - This is a short bit of flavor text.

5

  1. Deviation Diagram - This icon is used to determine deviation.

8

Game tiles

Each tile is two sided and labeled to make it easier to configure your game board for the various scenarios. Each tile is divided into nine grids, which are in turn made up of four squares. There is also the tracking tile, which is used to track Victory Points, Rivets, and other various elements.

By the second summer of the war the battlefield had become a muddy and cratered field, devoid of life. The only way for men to move effectively was through the use of foot paths laid out with planks of wood. These haphazardly placed paths meandered about the battlefield unplanned, having been placed with little thought by both armies as the frontlines danced back and forth from one offensive to the next.

- A Short History of the First Blight War

  1. Tile - A tile is a section of the battlefield made up of nine grids. Scenarios will also define areas on the map as being Allied or Blight territory, and any undefined area is considered “no-man’s land”.

  2. Grid - A “grid” is a 2x2 section of a tile.

  3. Square - A “square” is a single section of a grid. There are four squares in each grid.

  4. Open ground - Any space on the map that does not include Duckboards.

  5. Tile ID - This is used for constructing the battlefield map. Scenarios will tell you which numbered tile to use when setting up the map.

  6. Duckboards - Duckboards are areas that some rules will interact with,

particularly units with the Runner ability.

9

Tracking tile

    1. Score tracker - The score tracker is a handy quick reference to keep track of your Victory Points, using the Victory Markers.

  1. Rivet tracker - The rivet tracker is a handy quick reference to keep track of how many Rivets you have available. Use a Victory Marker to track your Rivets.

  1. Secret Mission card pile - Here is where you will keep the deck of Secret Mission cards available throughout the game. When this pile has been exhausted shuffle the discard pile and place it back here.

  1. Secret Mission discard pile - Any Secret Mission cards that have been completed are placed here.

  1. Action! card pile - This is the deck of Action cards available throughout the game. When this pile has been exhausted shuffle the discard pile and place it back here.

  1. Action! discard pile - Once an Action!

card is used it is discarded and placed here.

  1. Grid Target Order - Both the Blight and Allied forces have their own Target Order Tracker. When making attacks on a grid, use the target’s tracker to determine which order the units are attacked in.

2 7 1 7

  1. 5

  1. 6

10

Terrain Elements

  1. Bunkers - Only infantry can enter a Bunker. Bunkers count as Duckboards and grant Bolster Defense to infantry inside.

  1. Strategic Objective - Areas of great importance on the battlefield. Only Infantry can move onto these grids and they count as Duckboards. Strategic Objectives are

a source of victory points (VPs) in most scenarios. Controlling them can also have additional benefits.

  1. Barbed Wire - Infantry cannot enter grids with barbed wire in them. If any other unit type enters the grid the barbed wire is destroyed.

  1. Tank Traps - Support and Tank type units cannot enter grids with Tank Traps in them.

5. Minefields - These are dangerous areas that can harm non-Infantry units entering the grid they are in.

Any non-infantry unit moving into a grid containing a Minefield suffers a 2 die attack.

1

2

3

4 5

Dice

Rivet Wars uses normal six-sided dice,

abbreviated D6, to determine the success

of various actions.

Scenarios

Scenarios outline the various battles and

conflicts in Rivet Wars. Before each game, the players should decide which scenario they will play. This outlines how to setup the battlefield and the specific goals they are trying to achieve during the game.

11

Playing the Game!

12

General rules

  • The First Rule

Many abilities alter how a unit moves, attacks or even deploys! When an ability conflicts with the basic rules, always go by what the ability says!

  • Buffs

Buffs are bonuses that some units possess and can confer to other units in their grid. A unit with a buff, and any units in the same grid as that unit, always have that buff. A unit activating in a grid with a buff that moves out of that grid retains the buff until the end of its activation.

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